A group of vile humanoids has taken over an old, ruined keep within a day's walk of the nearest town. Local leaders greet this news with alarm, for they don't wish to see a stronghold for evil humanoids so close to their settlement. So they offer a deal to your group of adventurers: Root out the humanoids and you can have the keep as your own base of operations.
If your group is in the mood for a full-on assault, this adventure dishes up a few nasty battles, some tricky tactical maneuvers, and a chance to take charge of a specific area of the campaign world.
EDIT: Edited to add that the Fantasy Companion is required to run this adventure (hence the [FC] tag).
Last edited by Jagyr Ebonwood on Fri Sep 30, 2011 11:31 pm; edited 2 times in total
I always did like that adventure. [Goes to take a look.] _________________ "Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."
I'm fond of it as well. It's a pretty simple adventure as far as things go - a location with bad guys to kill. But it's got interesting terrain for tactical players, some potential doublecrossing and NPC interaction for RP/intrigue focused players, and it's a great leaping off point for a campaign - it provides a home base, a nearby town, and opportunities for underground and/or wilderness exploration.
Edited to add that the Fantasy Companion is required to run this adventure (hence the [FC] tag). You'll find many "FCxx" citations in the adventure referencing creature stat blocks or magic item descriptions. I was pleasantly surprised how easy the FC makes it to convert things from generic fantasy - most of your usual sorts of creatures and items are represented, and it's very easy to make small tweaks to fill in the remaining bits.
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